The majority of the following notes come from the Simulator User Group meeting of Tuesday, June 19th, 2018.
As always, please refer to the server deployment thread for the latest information.
- On Tuesday, June 19th, the Main (SLS) channel was updated with server maintenance package 18#18.06.06.516064, previously deployed to the RC channels. This release comprises:
- Additional work to support localised Abuse Report categories.
- Improvements to object updates as part of ongoing performance improvements.
- Removal of the logging of a trivial message.
- Internal fixes.
- On Wednesday, June 20th, the release candidate channels should be updated as follows:
The deployment of Animesh support to the BlueSteel release candidate channel marks the first phase in testing Animesh on the Main grid. For those not up-to-speed with Animesh, the goal of this project is to provide a means of animating rigged mesh objects using the avatar skeleton, in whole or in part, to provide things like independently moveable pets / creatures, and animated scenery features via scripted animation. It involves both viewer and server-side changes.
The viewer updates required to see / use Animesh are currently only available in a project viewer, and are still undergoing update and improvement. As such, this initial deployment of Animesh should be regarded as experimental, and may see further viewer / server-side changes. TPVs are – as usual with project viewers – encouraged not to adopt the viewer code for Animesh until it reaches release candidate status.
So Animesh will be enabled on BlueSteel. You have to be running the Animesh project viewer and be in one of those regions. Server support for animesh involves adding a new message and some new LSL functions. [The] viewer will go through the usual cycle of RC viewer and then release, [and I] don’t know exact timing yet. We have a content creators meeting on Thursdays. Talking about it today because it’s about to go to part of Agni.
Since it will now be possible to have Animesh content on Agni, that also means you can try to rez it in non-Animesh regions. If you do that, (a) content won’t look right because the server won’t be sending you the appropriate messages, and (b) you’ll get script errors because the region doesn’t like the new LSL calls.
Vir Linden discussing Animesh at the Simulator UG meeting, Tuesday, June 19th.
At the time of writing the Animesh project viewer was at version 188.8.131.526525, dated June 18th, 2018.
As well as TPVs being asked not to adopt the current Animesh viewer code, content creators are being encouraged not to start marketing / selling Animesh items at this point in time.
For the sake of customers, it’s probably NOT a good idea to start offering any products that are no-mod or such on the marketplace. I know there will be really cool things available soon, but with the limited servers and viewers and confusion that will cause, please wait a bit.
Simon Linden on selling Animesh content
You can find further information on Animesh via the following resources.
- Animesh User Guide
- Animesh test content
- Animesh LSL methods:
- Animesh – Updated Limits and Cost Formulas
- Animesh feedback thread
- JIRA filter for Animesh
Furthermore, I provide regular updates on the Animesh project via my Content Creation User Group updates, so you can keep up with Animesh development through these.
The Animesh viewer updates to version 184.108.40.2066525, on June 18th. Otherwise the remaining viewers in the current SL pipelines were, at the time of writing, as follows:
- Current Release version 220.127.116.115811, dated May 31, promoted June 1 – formerly the Love Me Render Release Candidate – No Change.
- Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself):
- Pálinka Maintenance RC viewer, 18.104.22.1686459, dated June 15.
- 32-bit Windows Unloop RC viewer, version 22.214.171.1245965, dated June 5 – specifically for 32-bit Windows users caught in the 64-bit install loop (see here for more). Otherwise, the viewer is functionally identical to release version 126.96.36.1995811.
- Project viewers:
- Linux Spur viewer, version 188.8.131.529906, dated November 17, 2017 and promoted to release status 29 November – offered pending a Linux version of the Alex Ivy viewer code.
- Obsolete platform viewer, version 184.108.40.2060847, May 8, 2015 – provided for users on Windows XP and OS X versions below 10.7. This viewer will remain available for as long as reasonable, but will not be updated with new features or bug fixes.
Environment Enhancement Project
This is a set of environmental enhancements, including:
- The ability to define the environment (sky, sun, moon, clouds, water settings) at the parcel level.
- New environment asset types (Sky, Water, Days – the latter comprising multiple Sky and Water) that can be stored in inventory and traded through the Marketplace / exchanged with others.
- Experience-based environment functions
- An extended day cycle (e.g a 24/7 cycle) and extended environmental parameters.
- There are no EEP parameters for manipulating the SL wind.
This work involves simulator and viewer changes, and includes some infrastructure updates. The latter include a new build of the inventory service in order to handle the new windlight assets. At the SUG meeting, Oz indicated this build in now with the Lab’s QA team.
Also, as well as supporting the new EEP, the simulator will provide the old style settings values in the same way it does now for any viewer that lacks support for the new windlight settings objects.
Not a lot to report, other than Oz indicated there have been some early experiments with placing some some inventory databases – those supporting Lab staff avatars – into the cloud, and things seem to be working. No end users have heir inventory in the cloud as yet, but when – in time – things do start to expand to include user-related data, it should be completely transparent, with users unable to tell if their inventory is being managed on the back-end by hadrware at the Lab’s data centre or via cloud-based infrastructure.